refactor(P1): complete pipeline cleanup — M1 dead code + M3 blender split

M1 dead code removal:
- admin.py: remove VALID_STL_QUALITIES + stl_quality (7 locations)
- frontend: remove stl_quality from 6 files (api/orders.ts, api/worker.ts,
  WorkerActivity.tsx, RenderInfoModal.tsx, helpTexts.ts, mocks/handlers.ts)
- blender_render.py: delete _mark_sharp_and_seams() — dead, never called (62 lines)
- step_processor.py: delete _render_via_service() + 2 elif renderer=="threejs" branches
- renderproblems_tmp/: remove 3 orphaned debug images

M3 blender_render.py decomposition (858 → 248 lines):
- _blender_gpu.py: activate_gpu(), configure_engine()
- _blender_import.py: import_glb(), apply_rotation()
- _blender_materials.py: FAILED_MATERIAL_NAME, assign_failed_material(),
  build_mat_map_lower(), apply_material_library()
- _blender_camera.py: setup_auto_camera(), setup_auto_lights()
- _blender_scene.py: ensure_collection(), apply_smooth_batch(),
  apply_sharp_edges_from_occ(), setup_shadow_catcher()
- Entry-point: sys.path.insert for submodule discovery; arg-parse + Mode A/B orchestration only

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
2026-03-11 22:19:59 +01:00
parent 4f0fe2c8c7
commit 393e4b92a7
19 changed files with 876 additions and 1036 deletions
+85
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"""GLB import and geometry helpers for Blender headless renders."""
from __future__ import annotations
import math
import sys
def import_glb(glb_file: str) -> list:
"""Import OCC-generated GLB into Blender.
OCC exports one mesh object per STEP part, already in metres.
Blender's native GLTF importer preserves part names.
Returns list of Blender mesh objects, centred at world origin.
"""
import bpy # type: ignore[import]
from mathutils import Vector # type: ignore[import]
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.import_scene.gltf(filepath=glb_file)
parts = [o for o in bpy.context.selected_objects if o.type == 'MESH']
if not parts:
print(f"ERROR: No mesh objects imported from {glb_file}")
sys.exit(1)
print(f"[blender_render] imported {len(parts)} part(s) from GLB: "
f"{[p.name for p in parts[:5]]}")
# Remove OCC-baked custom normals so shade_smooth_by_angle can recompute
# normals from scratch (respecting our sharp edge marks).
cleared = 0
for p in parts:
if "custom_normal" in p.data.attributes:
p.data.attributes.remove(p.data.attributes["custom_normal"])
cleared += 1
if cleared:
print(f"[blender_render] cleared OCC custom_normal from {cleared} mesh objects")
# Centre combined bbox at world origin
all_corners = []
for p in parts:
all_corners.extend(p.matrix_world @ Vector(c) for c in p.bound_box)
if all_corners:
mins = Vector((min(v.x for v in all_corners),
min(v.y for v in all_corners),
min(v.z for v in all_corners)))
maxs = Vector((max(v.x for v in all_corners),
max(v.y for v in all_corners),
max(v.z for v in all_corners)))
center = (mins + maxs) * 0.5
# Move root objects (parentless) to centre. Adjusting a child's local
# .location by a world-space vector gives wrong results when the GLB has
# Empty parent nodes (OCC assembly hierarchy). Shifting the root moves
# the entire hierarchy correctly.
all_imported = list(bpy.context.selected_objects)
root_objects = [o for o in all_imported if o.parent is None]
for obj in root_objects:
obj.location -= center
return parts
def apply_rotation(parts: list, rx: float, ry: float, rz: float) -> None:
"""Apply Euler rotation (degrees, XYZ order) to all parts around world origin.
After import_glb the combined bbox center is at world origin,
so rotating around origin is equivalent to rotating around the assembly center.
"""
if not parts or (rx == 0.0 and ry == 0.0 and rz == 0.0):
return
import bpy # type: ignore[import]
from mathutils import Euler # type: ignore[import]
rot_mat = Euler((math.radians(rx), math.radians(ry), math.radians(rz)), 'XYZ').to_matrix().to_4x4()
for p in parts:
p.matrix_world = rot_mat @ p.matrix_world
# Bake rotation into mesh data so camera bbox calculations see the rotated geometry
bpy.ops.object.select_all(action='DESELECT')
for p in parts:
p.select_set(True)
bpy.context.view_layer.objects.active = parts[0]
bpy.ops.object.transform_apply(location=False, rotation=True, scale=False)
print(f"[blender_render] applied rotation ({rx}°, {ry}°, {rz}°) to {len(parts)} parts")